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PropagandistCreature 3


MediumHumanHumanoid
Source Pathfinder NPC Core
Perception +10 ((+12 to Sense Motive))
Languages Common
Skills Lore +8, Diplomacy +11, Performance +10, Society +10
Str +0, Dex +2, Con +1, Int +1, Wis +3, Cha +4

AC 17; Fort +6; Reflex +9; Will +12;
HP 40
Speed 25 feet

Dagger One Action +9 (+5, +1) to hit (agile, finesse, versatile s) 1d4+4 Piercing
Dagger One Action +9 (+5, +1) to hit (agile, thrown 10, versatile s) 1d4+4 Piercing
Shortsword One Action +9 (+5, +1) to hit (agile, finesse, versatile s) 1d6+4 Piercing
Fist One Action +9 (+5, +1) to hit (agile, finesse, nonlethal, unarmed) 1d4+4 Bludgeoning

+2 to Sense MotiveNuanced Spin

The propagandist phrases everything loosely and vaguely enough that, though it's always misleading, none of it is false. The propagandist can use Diplomacy instead of Deception to Create a Diversion or [/act feint statistic=diplomacy], and instead of Intimidation to [/act coerce statistic=diplomacy]. A creature attempting to Sense Motive against the propagandist gets a result one degree of success worse than they rolled.

No Hard Feelings Two Actions (auditory, concentrate, emotion, linguistic, mental)

The propagandist offers amnesty and other benefits to all who choose to join them. All enemies who can hear the propagandist must attempt a DC 19 will save. If any of the propagandist's allies is currently benefiting from one of the propagandist's bard composition spells, any enemy who is aware of that takes a –2 circumstance penalty to the save.


Critical Success The creature sees through the propagandist's pitch and is temporarily immune for 24 hours.

Success The creature is unaffected.

Failure The creature's conviction stumbles. Until the end of its next turn, the creature must succeed at a DC 5 flat to target the propagandist with a hostile action.

Critical Failure The creature finds the propagandist's offer too good to pass up, switching sides in the combat and instantly gaining any benefits the propagandist is currently granting their allies. At the end of each of its turns, the creature can attempt another DC 19 will save to snap out of it and rejoin their allies.


Occult Spontaneous Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Bullhorn, Detect Magic, Haunting Hymn, Message, Summon Instrument
1st Level (3 slots): Concordant Choir, Fear, Sanctuary
2nd Level (2 slots): Blistering Invective, Paranoia

Bard Composition Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Courageous Anthem, Rallying Anthem
1st Level: Hymn of Healing, Lingering Composition


The misleadings, half-facts, and effortless spin propagandists cast over events create proof of whatever their bosses need them to prove.


Villains pursue selfish and cruel goals, trampling over anyone in their way.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.